#version 330 core layout(location = 0) in vec4 pos; layout(location = 1) in vec3 normal; layout(location = 3) in vec4 multiTexCoord0; out vec3 normalVS; out vec2 texCoord; uniform mat4 osg_ModelViewProjectionMatrix; uniform mat3 osg_NormalMatrix; void main() { gl_Position = osg_ModelViewProjectionMatrix * pos; normalVS = normalize(osg_NormalMatrix * normal); texCoord = multiTexCoord0.st; }